i wish there were a version that turns off the animated NPC's and sitting NPC's but regardless this is a mod i'll never not have in a playthrough. thank you :)
Install the core files Install alternate version 01 Install the patch making sure that the file RPNR_Red_water_pit.nif in the patch overwrites the original.
Ahh I see - sorry I thought by 'water effect' you were referring the watery red glow on the rock itself. Thank you very much for the quick reply, but I don't suppose you know a way I can remove that red glow? A setting in the TES CS perhaps? Thanks in advance.
The glow is part of the stone mesh, to remove it you would need to open the rock mesh in Nifskope and remove it. It's not that hard if you want to try.
It should be noted that this conflicts with any mod that alters the interior of the shrine, even in the smallest way.
You have moved the entire interior (meaning all the assets) quite far from their vanilla coordinates, so anything from another mod will be floating way out in the void.
Looks good, but I had to make some adjustments in the CS to make things compatible.
The fact that is not compatible is said in the description of the mod clearly, just needs to be read. True, anything from other mods is in the void. On the other hand, do you visit the void often in your play trough? Cause we don't.
This was the only solution since we were not going to do patches for any mod that change a hair in the room.
The description doesn't say "why" it's not compatible with other mods. But now someone can read my comment and understand why and how the mod could be incompatible for them, and what would be needed to make themselves a patch. Simple. :)
Notice that this doesn't just change the rock but also changes the layout of the cell, adding another floor. We didn't find relevant mods editing this particular cell, but we found soft incompatibilities (clipping objects, misplaced books), with a few popular mods like wares, wearables and beautiful books. So, instead of making pointless patches, that would simply move one book or container, we decided to move the entire cell to "hide" these incompatibilities.
Moreover, if a patch for some mod is needed, moving an npc/objects of a few units vs a few hundred units makes no difference.
I hope this explains how we approached the issue and why it was the best choice to save time and avoid incompatibles.
The problem is that by "hiding" the issue like that, it may not be apparent to a user that there is a conflict that should be patched. They might just load into the cell to test, see that nothing looks terribly out of place, and leave it at that - only finding out much later that some item or NPC they want to interact with it out floating in the void. Whereas if I load into a cell and there's a floating book or slightly misplaced NPC, that signals that "hey, these need patches" and is trivial to resolve myself.
Nobody wants flying books around to then say "ah I can fix them!" Creating a new cell, was the wisest choice to make rather than creating 3 patches to move 3 books of other mods. (which might have resulted in further incompatibilities with other patches). As said, those are all soft incompatibilities, they do not brake any mod, In case you as a user have the knowledge and can reintegrate those "books" if you wish so. Now there is this long thread, I'm sure everybody with interest will know that it is a new cell.
Is there any reason why Mlox is sorting(or not sorting at all) your esp last? Since it's one of your mods I thought that it's already been added to Mlox sorting rules and load order. Maybe it's not?
Thank you for your reply. This module is a work of art. Unfortunately, I don't know what caused the NPC's movement dislocation and the clothes becoming transparent, because I am not very skilled in installing modules.
Maybe is simply the load order, or, more probably, you did not registered Oaab and tamriel data bsa. "Search for registering morrowind bsa". Nonetheless, if you have problem just change the rock as explained below and you should be good! Good weekend!!
Is this compatible with Beautiful Cities of Morrowind? I know BCOM changes the exterior, but I don't know if it also altered the interior. So far, it seems to be working fine.
Also, would this be safe to add to an existing game if you haven't visited the shrine?
It's compatible and should also be safe to install in th the middle of a run. Side note that all th the mods mentioned here are compatible with BCOM. https://www.nexusmods.com/morrowind/mods/48812
Awesome. This mod really does improve an otherwise unremarkable shrine. Nice work!
Also, I think I tracked the robe problem down to Better Robes TR patch. Apparently one of the meshes has an out of date path to the texture file within the TR_Data.bsa archive.
Dunno why, im in a photoshopping mood today, so i merged all alternate versions (because i like both and couldnt decide), and replaced the default mesh and edited the textures....theyre all 256 and 512 for the runes on the rock. Better for mobiles and for most pcs. I also changed the rock texture and completely changed the rope textures. Basically googled some textures and applied those as overlays and added filters. Now its also an espless replacer. With permision I could upload it, but it was a job made in 5 minutes, all the hard work was done by Vegetto88, so thanks for these awesome replacements....google how to merge meshes in nifskope. then if you want, you can rename and change the texture paths to put them in more obvious locations, so it doesnt overwrite this mod.
I did this because i dont wanna start a new game, but i want these in my game from now on going forward.
And i think both alternative versions together make this an awesome museum exhibition. One of the poles is in the middle of the ebony plate, but who cares. I could transform the location a bit to the left or right, but this is the most middle position i could get...and it looks better in the middle.
Hi Vegetto, This is a wonderful mod, thank you so much :)
Everything is placed correctly and works perfectly except for one issue however, and it may be to do with something in my mod list - downstairs I have a floating lantern and book beside a bench (see image here ).
My modlist (sorry can't remember how I can insert a collapsed list into this post)
Do you or anyone have any thoughts? Any help would be much appreciated :)
Aha! I see what has happened - thanks for the pointer RandomPal :)
I have the v13 download from Nexus which looks to still have the smaller mesh for furn_de_bench_03.nif, so I downloaded the updated mesh from github and all looks fine now.
It appears the github version of MOP has a lot of updates compared to 13 - should we be using that version going forward or wait until a new release on Nexus?
A very nice evolution of the inscribed rock of maar gan, would it be safe for me to remove all the interior edits with TESame and still retain the new rock if I just wanted to have the rock and nothing else?
41 comments
Install alternate version 01
Install the patch making sure that the file RPNR_Red_water_pit.nif in the patch overwrites the original.
It's not that hard if you want to try.
You have moved the entire interior (meaning all the assets) quite far from their vanilla coordinates, so anything from another mod will be floating way out in the void.
Looks good, but I had to make some adjustments in the CS to make things compatible.
The fact that is not compatible is said in the description of the mod clearly, just needs to be read.
True, anything from other mods is in the void. On the other hand, do you visit the void often in your play trough? Cause we don't.
This was the only solution since we were not going to do patches for any mod that change a hair in the room.
We didn't find relevant mods editing this particular cell, but we found soft incompatibilities (clipping objects, misplaced books), with a few popular mods like wares, wearables and beautiful books.
So, instead of making pointless patches, that would simply move one book or container, we decided to move the entire cell to "hide" these incompatibilities.
Moreover, if a patch for some mod is needed, moving an npc/objects of a few units vs a few hundred units makes no difference.
I hope this explains how we approached the issue and why it was the best choice to save time and avoid incompatibles.
You cannot always make everybody happy.
Cheers!
Also, would this be safe to add to an existing game if you haven't visited the shrine?
Side note that all th the mods mentioned here are compatible with BCOM.
https://www.nexusmods.com/morrowind/mods/48812
Also, I think I tracked the robe problem down to Better Robes TR patch. Apparently one of the meshes has an out of date path to the texture file within the TR_Data.bsa archive.
Now its also an espless replacer.
With permision I could upload it, but it was a job made in 5 minutes, all the hard work was done by Vegetto88, so thanks for these awesome replacements....google how to merge meshes in nifskope. then if you want, you can rename and change the texture paths to put them in more obvious locations, so it doesnt overwrite this mod.
I did this because i dont wanna start a new game, but i want these in my game from now on going forward.
And i think both alternative versions together make this an awesome museum exhibition. One of the poles is in the middle of the ebony plate, but who cares. I could transform the location a bit to the left or right, but this is the most middle position i could get...and it looks better in the middle.
Everything is placed correctly and works perfectly except for one issue however, and it may be to do with something in my mod list - downstairs I have a floating lantern and book beside a bench (see image here ).
My modlist (sorry can't remember how I can insert a collapsed list into this post)
Do you or anyone have any thoughts? Any help would be much appreciated :)
Cheers, Straub666
I have the v13 download from Nexus which looks to still have the smaller mesh for furn_de_bench_03.nif, so I downloaded the updated mesh from github and all looks fine now.
It appears the github version of MOP has a lot of updates compared to 13 - should we be using that version going forward or wait until a new release on Nexus?
Cheers, Straub666
I suggest to simply take the mesh of the new rock, and renamed to match the original: in_moldboulder02.nif
You can then put it in the folder: Morrowind/data files/meshes/i
This will only overwrite the rock leaving all the rest unchanged.